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1 PnP
Mini Rogue is a boardgame profoundly inspired by roguelikes and old school role-playing games. Grid-based movement, randomly generated
levels, permadeath, resource management, hack-and-slash gameplay, exploration and discovery are all featured in Mini Rogue.
This is a preview PnP. There will be more Rooms, more Characters and more Bosses in the
final game. In the components section, you’ll find in red the final numbers. If Stretch Goals
are reached during the Kickstarter campaign, expect these numbers to increase!
In each room, you may encounter a monster, find a treasure, discover a resting area, dodge traps, or face many other surprising
encounters. Each floor ends with a powerful boss monster that you’ll have to defeat to continue onto the next floor. You win the
game if you can reach the last room of the dungeon and defeat the final boss monster, thus collecting the Og’s Blood.
Components
● This rulebook ● 2 Green (Poison) dice
● 18 Cards (30: 4 Characters, 5 Bosses, 21 Rooms) ● 1 Dungeon mat
● 2 Black (Dungeon) dice ● 2 Character mats
● 6 White (Character) dice ● 2 Character tokens (4)
● 2 Purple (Curse) dice ● 17 Wooden tokens
5. Take one Character Die d and keep it nearby; this is your first available Character Die d used to resolve encounters.
As you gain experience, you will gain more dice. (see Experience and Levels).
6. Next, set up the Area: shuffle all the Room = cards. Then lay the first eight cards face down as shown in the picture.
7. Place Og’s Remains Boss card at the bottom-right corner of the Area, face down. Shuffle the remaining Bosses and
place them on top of Og’s Remain card, all of them face down.
8. Finally, reveal the top-left card of the Area A and place your matching Character token on the card. This is the entry
point of the first Area A.
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Dungeon Mat
The Dungeon that you will explore will be unique in every game, but its core structure remains as follows:
● The Dungeon contains four Floors. The deeper the Floor, the greater the challenges. The Dungeon starts at
Floor 1 and goes to Floor 4.
● Each Floor contains Areas. For example, the 3rd Floor, called the Undead Catacombs, contains Areas 5, 6
and 7.
● Every turn, you’ll explore an Area that consists of eight Room cards (see Room Cards) then delve deeper
to the next Area (see Delving Phase).
Character Mat
Your Character possesses multiple attributes:
● ( Experience Points (XP): like in many roleplaying games, your character will
level up. Gaining XP leads to reaching a higher Character Level, which unlocks
additional Character dice. Your adventurer begins the game at Character Level
1, with one available die and no XP earned yet.
● h Health Points (HP): these points represent your character’s life. If its value
ever reaches zero you’ve lost the game.
● f Food rations: every time your Character delves into a deeper Area they’ll
have to eat or starve and lose HP h.
● g Gold pieces: used to purchase various items from Merchants and make offerings at Shrines.
At all times, your character’s stats may never be greater than the values printed on the mat.
Character Dice d
These white dice are also called Player Dice. They represent your Character’s natural abilities and experience, and when in
combat they represent the damage your Character will deal. While you start with only one Character Die d, as you delve deeper
and your Character gains experience, additional Character Dice d will be added to your hand.
Experience Points ( (XP) are gained in a variety of ways such as defeating monsters, reading codices, resting, or dodging traps.
By acquiring XP (, you will reach higher Character Levels and gain additional Character Dice. The more dice you unlock, the
better you become at dealing damage to Monsters, dodging traps, opening chests and finding items.
You will track XP ( earned on the Character mat. Whenever the value goes over or under a Level threshold (indicated by a
special square, with a Level label), adjust the number of available dice. The number of unlocked dice is equal to the Level
number on the XP ( track, at all times.
Once you’ve reached the maximum amount of XP ( possible, any number of gained XP ( gives you 1 HP h instead.
For example, after defeating a Floor _ 4 monster, 3 XP ( are normally gained. If your character is at the last XP ( value on
the Character mat, only 1 HP h will be gained.
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Skill Check s
While luck may sometimes favour the inexperienced, experts prevail even in dire situations.
Some encounters require you to perform a character Skill Check s to resolve them. To perform a Skill Check s, roll all of your
available Character dice while simultaneously rolling the Dungeon Die D and check if any of the dice’s values has a star (t or
y). If so, you succeed in the action you were attempting.
The Dungeon Die D ‘s roll interpretation depends on the Room = your character is currently resolving in the dungeon and
whether or not your Skill Check was successful.
For example, Martha is Level 2 and must evade a Trap. She performs a Skill Check by rolling both her Character dice along with
the Dungeon Die and must have at least one result of t or y to successfully evade it. The Dungeon Die D’s result will
determine: the type of trap she’s triggered if the Skill Check s was unsuccessful OR the reward that she’ll gain the Skill Check
s is a success.
Afflictionsp c l
“Old Erghen keeps dropping his kitchen pots! He’s so cursed he trips on the smallest rocks!” - Excerpt of a local children’s
rhyme
Monsters and Shrines in the dungeon may afflict your Character with a curse or poison. Whenever your Character gains an
Affliction, take the appropriate die (C for Curse, P for Poison) and add it to your pool of available Character dice. In the case of
Blindness l, simply flip your Character token to the appropriate side.
Blindness l makes it impossible for you to reveal the next Room = cards in the Exploration phase. You’ll have to hope that
whichever next Room = you pick is to your advantage. Curse C and Poison P Afflictions will trigger whenever you must roll
your pool of Character dice for a Skill Check s or a Combat roll and a symbol is rolled:
● P makes your character immediately lose 1 HP h.
● C subtracts 1 on each of your Character dice roll (rerolls included).
Note: Your Character can only gain one die of each Afflictions at most; if a result would cause you to gain an Affliction that
you already have, ignore it. You cannot be poisoned twice, nor doubly cursed.
Potions )
Old elixirs thought lost to time. Curious to find them here in these dungeons…
Potions ) are of great help when you are in danger. Here are the 6 different Potions ):
● You can only hold 2 Potions ) maximum, at any time. Place a token on the appropriate location of the Player Mat.
● You cannot have twice the same Potion ).
● You can always discard a Potion ) to make place for a new one.
● You can drink a Healing h or Holy Water 9 Potion at any time.
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Turn Sequence
Each turn you will guide your Character through a single Area A, starting from the entrance to the exit, going from left to
right and from top to bottom. Each Area contains Rooms = that need to be resolved one at a time before going forward.
Here is a game turn in detail:
Preparation Phase
1. Shuffle all the Room = cards, and place 8 of them face down in the following manner on the
right. The unused Room = cards are set aside, face down.
2. Place your Character token on the top-left (start) Room =. This card is the entrance of all the
Areas A.
3. On the Dungeon Mat, if the current Area A has a Crimson and Gold skull icon (see Dungeon
mat), reveal the top Boss card on the bottom-right corner. You'll have to face it soon.
Exploration Phase
4. Reveal the Room = card where your Character token is located and resolve it (see Room
Cards).
5. Once that Room = is resolved, reveal the two nearest Room = cards: the one to the right and the one below the
current Room =. You must now choose which of these two Rooms = you will move your Character token to. Your
Character can never move up or left.
6. Repeat steps 4 and 5 until you reach the Exit. If the Boss card was revealed, resolve it. Then proceed to the Delving
phase.
Delving Phase
7. Consume one Food f ration. If you have no Food f at the start of the Delving phase, you immediately lose 3 HP h
instead.
8. Flip face up your Character card if you used a Character Skill this turn (see Character Classes and Skills).
9. Move your Adventurer token to the next Area A on the Dungeon mat. If you have not reached the last Area A, a new
turn begins. Otherwise, see End of the Game.
Room Cards =
Each Room card that you’ll explore has a unique way of being resolved.
Most cards have icons in their banner. Their purpose is as a reminder of the actions you can take as a player.
f Give a Food ration to resolve this card.
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Whenever you face a Monster, you’ll have to fight it; each party takes a turn at attacking the other. It is a fight to
the death, and whoever loses all its HP dies horribly.
1. Set the Monster’s health on the Dungeon mat with its token. The amount of HP h of the Monster depends on
the current Floor _ as indicated on its card. If playing co-op, use the appropriate value.
3. If you managed to defeat the Monster, rejoice! You can now reap the rewards. The reward you won depends
on the current Floor as specified on the Monster card. Update your Stats accordingly. If you defeated a Boss,
find the Rewards reference card and resolve it.
Note: Og's Remains has two phases of combat; you must complete the first phase by bringing his HP h to 0 before beginning a
new combat phase. Any leftover damage, poison or frost effects are not applied to phase 2. Phases are essentially different
combat sequences.
Merchant Card
Some unsettling beings that call themselves merchants can be seen wandering in the dungeon. Surely a peculiar
place for them to be doing business.
When you encounter the Merchant card, you may buy or sell any number of items on your turn, as long as you have
the Gold. Doing business with the Merchant card is never mandatory; you may skip the card if needed.
Bonfire Card
Everyone needs respite now and then, for death could come anytime soon. A little meditation helps you focus.
When resting, you may choose only one of the available actions on the Bonfire card. Update your stats accordingly
and flip your Character card face up to mark the skills as available again, if you’ve already used any Character skill
in the current Area.
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Crow Card
It landed on your shoulder, out of the blue, its beak poking at your backpack. It is hungry, its eyes glinting with
intelligence and purpose. Will you feed it, and gain a friend in this most inhospitable place?
To resolve the Crow card, feed the crow with 1 Food f. The crow will remain with you until you use one of its 2
skills.
- There are two types of skills for the Crow: Exploration and Preparation.
- Exploration can only be used after resolving a Room and before revealing the next Rooms.
- Preparation can only be used before preparing the Dungeon Grid.
Resolving the Crow card by giving Food is never mandatory; you may skip the card if needed.
Treasure Card
On your journey, you will find forgotten stashes of loot in varying quantities. Monsters and judiciously placed traps
still protect the most valuable treasures in the dungeon.
When you resolve the Treasure card, not only will you find some Gold pieces, but you also have a chance to find
special items.
Results Effect
1 Gain 1 Armor a OR 2 XP (
2 Gain a Fire Potion 7 OR 2 Gold g
3 Gain a Healing Potion h OR 2 XP (
4 Gain 1 Armor a OR 1 Gold g
5 Gain a Poison Potion p OR a Perception Potion k
6 Gain an Frost Potion 8 OR Refresh your Character Skills K
Shrine Card
What profanities the corruptors of this altar did, no one will ever know. Maybe an offering will steer the Gods in
your favor?
To resolve the Shrine card, roll the Dungeon Die and consult the table. You may make an offering of 1 Gold piece
before rolling to modify the die roll by +1.
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Tomb Card
You care not about defiling ancient tombs, as you may stumble upon items of great assistance. With skill and
experience, the better you’ll become at searching tombs.
Results Description
A mix of blessed water and antidote. Tastes like bitter boiled greens.
1 Holy Water
Gain 1 Holy Water 9.
Rodents of unusual size and stench grab a bite of your hanging bread.
5 Rat Swarm
Lose 1 Food f. (Lose 3 HP h if you have no Food left)
Armory Card
Broken weapons. Rusty armors. Split shields. This abandoned armory offers nothing of value. But upon closer
inspection, maybe you can find something worthy of redeeming...
Weapons from the Armory allow you to gain free Feats x for your Character. Keep track of the number of Feats x
you have left using a token. (Note that normal Combat rules regarding Feats x still apply: only 1 Feat x can be
performed per die rolled.)
When all Feats have been used, immediately return this card in the unused Room = cards deck.
Results Description
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Trap Cards
Many adventurers perished not through combat, but through lack of scrutiny.
● If the Skill Check s is successful , you’ve evaded the trap. Earn the reward associated with the Dungeon
Die D result in the “Success” column.
● If the Skill Check s was unsuccessful, a trap was activated. Update your Character stats accordingly. If
you cannot completely suffer the penalty (i.e. You have no Food f, Armor a, etc.), you must instead
lose 3 HP h.
56 Take the Trap card and set it to the Start (top left) Gain 1 Perception Potion k.
position of the grid and reshuffle the Room cards to
create a new Area to explore.
Remove the previous Floor’s = Boss card from
the game.
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Whenever you see the Golden Cup seal in the content of a card, refer to this reference card. Simply roll the
Dungeon Die D and decide upon which reward you’d prefer between the Potion ) and the other option. On the
back of this card you’ll find the Ghost reference card.
Ghosts are monsters that you will not find in the same manner as the other monsters, but rather because you
troubled the resting spirits of a Tomb.
Whenever you see the Crimson Skull seal in the content of a card, refer to this reference card. Resolve this card like
the other Monster cards. On the back of this card you will find the Rewards reference card.
● There are two kinds of skills: Exploration Skills and Combat Skills.
● Exploration Skills are always used before or after resolving a Room =.
● Combat Skills are always used during the Attack Phase of Combat.
● A Combat Skill replaces your attack. Ignore the Dungeon Die D.
*Move your Character token on the card, but do not resolve it. Reveal the next Room cards as per normal rules.
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Feats x
It is possible for your adventurer to change the outcome of an attack, with the energy of despair. Doing so, though, has a cost.
● Whenever you Attack, you may reroll any die result rolled, even a q, by reducing your Character’s XP ( by 1 point or HP
h by 2 points.
● You may only reroll a die once per Attack Phase. Once a die has been rerolled through a Feat x, you must accept its result
(unless the new result is a Critical Hit, as per normal combat rules).
● You don’t have to execute multiple Feats x all at once; you may always look at the result of a single rerolled die before
choosing to perform another Feat x with another die.
● The Armory card has free Feats x so you don’t need to lose XP ( or HP h.
For example, you roll three dice and get q, t and y. You discard the q, keep the t, and you reroll the y. After rerolling the
y, you get a q. This die is then discarded too. The only damage you would deal is the dice with t, so you decide to perform a
Feat by losing 1 XP to re-roll a q. After rerolling the q, you get a e. The damage dealt is t + e, so 8 points of damage will
be removed from the Monster’s health.
Combat
Whenever you face a Monster or Boss, you’ll enter Combat. Each party takes a turn at attacking the other. Your Character attacks
first and once your attack is done, your adventurer will defend against the monster’s attack. It is a fight to the death, and whoever
loses all its HP h dies horribly.
Attack Phase
1. Roll your dice pool consisting of all your available Character dice, Affliction dice and the Dungeon Die simultaneously.
3. Set aside any Character die that Missed q. Any die with a value of 1 (q) or less (after applying a Curse die C), is a Miss:
no damage is dealt with this die, and you must set it aside until your next Attack Phase.
4. You may now reroll any Character dice that landed a Critical Hit y: add the new die roll result to its previous value, unless
your new roll is a q. In this case, your result is now a Miss and no damage is dealt with this die.
6. Repeat steps 3, 4 and 5 setting aside any Miss, rerolling any Critical Hits or performing Feats x, until you are satisfied with
your result or no more rerolls can happen.
7. Add all Character dice values together to inflict damage to the Monster.
8. You may now use any one Potion ) you have in your possession. Once a Potion ) is used, it is consumed and discarded.
Set its token aside.
For example, if you are facing a monster from Floor 3, you will suffer 6 points of damage. However, you have an Armor rating of
2, so you only receive 4 (6 - 2) points of damage.
2. Apply the Monster’s Ability effect after a successful Monster attack; that is an attack that has dealt damage to your
Character (see Monster Abilities)
3. Repeat the Combat sequence until either you or the Monster is dead.
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Monster Abilities
Not only can they disembowel you in a single and swift attack, they can also inflict a long-lasting and painful memory of their
encounter…
Add the Curse die to your pool of Character dice. Only applies if your Character lost h.
Curse C Can be cured with Cure Afflictions B.
Add the Poison die to your pool of Character dice. Only applies if your Character lost h.
Poison P Can be cured with Cure Afflictions B.
Ignore the player's Armor a points.
Ignore Armor b This is instantaneous.
Lose 1 XP (. Update your pool of Character dice accordingly. Only applies if your Character lost h.
Weaken W This is instantaneous.
You cannot reveal the next rooms before choosing them.
Blindness l Can be cured with Perception Potion k or Cure Afflictions B.
Set-up:
1. Each player picks a Character card.
2. Each player sets up their Character mat, and the Dungeon mat, as per normal rules.
3. Randomly determine the first player by rolling dice, the highest roll becomes the first player. The first player is now
called the Party Leader.
How to Play
Each turn you will guide your party through a single Area A, as per normal rules starting from the entrance to the exit. Both
Character Tokens will be placed on the first Room = card of the Dungeon and starting with the Party Leader, you will both
resolve the Room = card you are currently on. After the first card of the Area is resolved, both players are free to explore
different Rooms = (following normal movement rules restrictions).
When each player is in a different Room =, each player resolves the required action on their own (Skill Check s for
dodging Traps, or opening Treasure chest, etc.)
When two player are on the same Room = card, players resolve the card on after the other, starting with the Party Leader. It
is possible for the outcome or choices of action to be different for both players (i.e. the first player might succeed a Trap
Skill Check s whereas the second player might fail; one player might fail to open a Treasure but the other might succeed,
etc.)
After the card is resolved, you may now trade (or give) any number of Gold g, picked up Items I, Food f, Potions ) or
Armor a with each other. Each player must respect their Inventory limits at the end of the trade.
When a Room = is resolved and any trade has occurred, you may now choose between two new Rooms =. The players
discuss together the best course of action. When you have finished an Area A and you have delved to a new Area A, the
Party Leader role is given to the other player, who now then places their Character token on the new Area’s A entrance.
If at any time one of the Characters die, the game is over, and you have lost.
Item Cards
When resolving an Item I card (Armory, Crow, etc.), both players must perform a Skill Check s one after the other. If any
of the two players succeeds, that player picks up the card. They may then give or trade the item to the other player.
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Trap Cards
When resolving the Trap card, both players perform a Skill Check s one after the other. If any player fails a Skill Check s,
only the player that failed must take the required damage. In the case of a Pit, if one player would fall, both players need to
fall to the lower level (as per normal Pit rules) regardless of the Room = that the other player is located in (the other player
must still resolve their Room = card beforehand).
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